2026-2030年全球遊戲軟體市場
市場調查報告書
商品編碼
2078057

2026-2030年全球遊戲軟體市場

Global Gaming Software Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 324 Pages | 訂單完成後即時交付

價格
簡介目錄

全球遊戲軟體市場預計在 2025 年至 2030 年間成長至 596.951 億美元,預測期內複合年成長率為 6.4%。

這份關於全球遊戲軟體市場的報告提供了全面的分析,包括市場規模和預測、趨勢、成長要素和挑戰,以及涵蓋約 25 家供應商的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。推動該市場發展的因素包括:持續的技術進步和創新、數位發行和經常性收入模式的擴展,以及全球接觸和社會融合的進展。

本研究客觀地結合了一手和二手訊息,包括來自主要行業相關人員的信息。報告內容涵蓋主要公司分析、全面的市場規模數據、區域細分分析以及供應商格局。報告包含歷史數據和預測數據。

市場範圍
基準年 2025
年末 2030
調查期 2026-2030
成長勢頭 加速度
2026 年同比比較 6.1%
複合年成長率 6.4%
增量 596.951億美元

本研究指出,雲端遊戲和訂閱服務的普及將是未來幾年全球遊戲軟體市場成長的主要驅動力之一。此外,用戶生成內容(UGC)和創作者經濟的興起,以及跨平台遊戲和進展的日益標準化,預計也將產生顯著的市場需求。

目錄

第1章:執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 干擾因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 市場展望,2025-2030年

第5章 市場規模與表現

  • 2020-2024年全球遊戲軟體市場
  • 按類型分類的細分市場分析,2020-2024 年
  • 2020-2024年收入來源細分分析
  • 2020-2024年基於平台的細分市場分析
  • 2020-2024 年最終用戶細分市場分析
  • 區域區隔市場分析,2020-2024 年
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球遊戲軟體市場
  • 地緣政治衝突對全球遊戲軟體市場的影響。

第7章:五力分析

第8章 市場區隔:依類型

  • 比較:按類型
  • 手機遊戲
  • 主機遊戲
  • 電腦遊戲
  • 市場機會:按類型分類

第9章 市場區隔:依收入來源分類

  • 比較:按收入來源
  • 盒裝及CD遊戲
  • 分享軟體
  • 免費軟體
  • 應用程式內收費
  • 市場機會:依收入來源分類

第10章 市場區隔:依平台分類

  • 比較:按平台
  • 遊戲引擎
  • 遊戲工具
  • 音訊引擎
  • 物理引擎
  • 市場機會:依平台分類

第11章 市場區隔:依最終用戶分類

  • 比較:按最終用戶
  • 個人
  • 公司
  • 市場機會:依最終用戶分類

第12章 客戶狀況

第13章 區域情勢

  • 區域細分
  • 區域比較
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 印度
    • 澳洲
    • 印尼
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 英國
    • 德國
    • 法國
    • 義大利
    • 西班牙
    • 荷蘭
  • 南美洲
    • 巴西
    • 阿根廷
    • 智利
  • 中東和非洲
    • 沙烏地阿拉伯
    • UAE
    • 南非
    • 土耳其
    • 以色列
  • 市場機會:按地區分類

第14章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第15章 競爭格局

  • 概述
  • 競爭格局
  • 中斷狀況
  • 產業風險

第16章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Electronic Arts Inc.
  • Konami Group Corp.
  • Krafton Inc.
  • NCSoft Corp.
  • NetEase Inc.
  • NEXON Co. Ltd.
  • Nintendo Co. Ltd.
  • Pearl Abyss Corp
  • Remedy Entertainment Plc
  • Roblox Corp.
  • Sega Corp.
  • Square Enix Holdings Co. Ltd.
  • Take Two Interactive Software
  • Tencent Holdings Ltd.
  • Ubisoft Entertainment SA

第17章附錄

簡介目錄
Product Code: IRTNTR41243

The global gaming software market is forecasted to grow by USD 59695.1 mn during 2025-2030, accelerating at a CAGR of 6.4% during the forecast period. The report on the global gaming software market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by continuous technological advancement and innovation, expansion of digital distribution and recurring revenue models, increasing global accessibility and social integration.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20266.1%
CAGR6.4%
Incremental Value$59695.1 mn

Technavio's global gaming software market is segmented as below:

By Type

  • Mobile games
  • Console games
  • PC games

By Revenue Stream

  • Box and CD game
  • Shareware
  • Freeware
  • In-app purchases

By Platform

  • Game engine
  • Gaming tools
  • Audio engine
  • Physics engine

By End-User

  • Individual
  • Enterprise

Geography

  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Indonesia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • UK
    • Germany
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the proliferation of cloud gaming and subscription services as one of the prime reasons driving the global gaming software market growth during the next few years. Also, rise of user-generated content and creator economies and standardization of cross-platform play and progression will lead to sizable demand in the market.

The report on the global gaming software market covers the following areas:

  • Global gaming software market sizing
  • Global gaming software market forecast
  • Global gaming software market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global gaming software market vendors that include Electronic Arts Inc., Epic Games Inc., Konami Group Corp., Krafton Inc., NCSoft Corp., NetEase Inc., NEXON Co. Ltd., Niantic Inc., Nintendo Co. Ltd., Paradox Interactive AB, Pearl Abyss Corp, PLR Worldwide Sales Ltd., Remedy Entertainment Plc, Roblox Corp., Sega Corp., Sony Interactive Entertainment, Square Enix Holdings Co. Ltd., Take Two Interactive Software, Tencent Holdings Ltd., Ubisoft Entertainment SA. Also, the global gaming software market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Market Segmentation by Platform
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Gaming Software Market 2020 - 2024
    • Historic Market Size - Data Table on Global Gaming Software Market 2020 - 2024 ($ million)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.3 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.4 Platform segment analysis 2020 - 2024
    • Historic Market Size - Platform Segment 2020 - 2024 ($ million)
  • 5.5 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ million)
  • 5.6 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.7 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Gaming Software Market
  • 6.2 Impact of Geopolitical Conflicts on Global Gaming Software Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Mobile games - Market size and forecast 2025-2030
  • 8.4 Console games - Market size and forecast 2025-2030
  • 8.5 PC games - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Type
    • Market opportunity by Type ($ million)

9 Market Segmentation by Revenue Stream

  • 9.1 Market segments
  • 9.2 Comparison by Revenue Stream
  • 9.3 Box and CD game - Market size and forecast 2025-2030
  • 9.4 Shareware - Market size and forecast 2025-2030
  • 9.5 Freeware - Market size and forecast 2025-2030
  • 9.6 In-app purchases - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

10 Market Segmentation by Platform

  • 10.1 Market segments
  • 10.2 Comparison by Platform
  • 10.3 Game engine - Market size and forecast 2025-2030
  • 10.4 Gaming tools - Market size and forecast 2025-2030
  • 10.5 Audio engine - Market size and forecast 2025-2030
  • 10.6 Physics engine - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Platform
    • Market opportunity by Platform ($ million)

11 Market Segmentation by End-user

  • 11.1 Market segments
  • 11.2 Comparison by End-user
  • 11.3 Individual - Market size and forecast 2025-2030
  • 11.4 Enterprise - Market size and forecast 2025-2030
  • 11.5 Market opportunity by End-user
    • Market opportunity by End-user ($ million)

12 Customer Landscape

  • 12.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

13 Geographic Landscape

  • 13.1 Geographic segmentation
  • 13.2 Geographic comparison
  • 13.3 APAC - Market size and forecast 2025-2030
    • 13.3.1 China - Market size and forecast 2025-2030
    • 13.3.2 Japan - Market size and forecast 2025-2030
    • 13.3.3 South Korea - Market size and forecast 2025-2030
    • 13.3.4 India - Market size and forecast 2025-2030
    • 13.3.5 Australia - Market size and forecast 2025-2030
    • 13.3.6 Indonesia - Market size and forecast 2025-2030
  • 13.4 North America - Market size and forecast 2025-2030
    • 13.4.1 US - Market size and forecast 2025-2030
    • 13.4.2 Canada - Market size and forecast 2025-2030
    • 13.4.3 Mexico - Market size and forecast 2025-2030
  • 13.5 Europe - Market size and forecast 2025-2030
    • 13.5.1 UK - Market size and forecast 2025-2030
    • 13.5.2 Germany - Market size and forecast 2025-2030
    • 13.5.3 France - Market size and forecast 2025-2030
    • 13.5.4 Italy - Market size and forecast 2025-2030
    • 13.5.5 Spain - Market size and forecast 2025-2030
    • 13.5.6 The Netherlands - Market size and forecast 2025-2030
  • 13.6 South America - Market size and forecast 2025-2030
    • 13.6.1 Brazil - Market size and forecast 2025-2030
    • 13.6.2 Argentina - Market size and forecast 2025-2030
    • 13.6.3 Chile - Market size and forecast 2025-2030
  • 13.7 Middle East and Africa - Market size and forecast 2025-2030
    • 13.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 13.7.2 UAE - Market size and forecast 2025-2030
    • 13.7.3 South Africa - Market size and forecast 2025-2030
    • 13.7.4 Turkey - Market size and forecast 2025-2030
    • 13.7.5 Israel - Market size and forecast 2025-2030
  • 13.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

14 Drivers, Challenges, and Opportunity

  • 14.1 Market drivers
    • Continuous technological advancement and innovation
    • Expansion of digital distribution and recurring revenue models
    • Increasing global accessibility and social integration
  • 14.2 Market challenges
    • Rising development costs and market saturation
    • Intensifying talent shortage and workforce demands
    • Escalating cybersecurity threats and regulatory pressures
  • 14.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 14.4 Market opportunities
    • Proliferation of cloud gaming and subscription services
    • Rise of user-generated content and creator economies
    • Standardization of cross-platform play and progression

15 Competitive Landscape

  • 15.1 Overview
  • 15.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 15.3 Landscape disruption
    • Overview on factors of disruption
  • 15.4 Industry risks
    • Impact of key risks on business

16 Competitive Analysis

  • 16.1 Companies profiled
    • Companies covered
  • 16.2 Company ranking index
    • Company ranking index
  • 16.3 Market positioning of companies
    • Matrix on companies position and classification
  • 16.4 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 16.5 Konami Group Corp.
    • Konami Group Corp. - Overview
    • Konami Group Corp. - Business segments
    • Konami Group Corp. - Key offerings
    • Konami Group Corp. - Segment focus
    • SWOT
  • 16.6 Krafton Inc.
    • Krafton Inc. - Overview
    • Krafton Inc. - Product / Service
    • Krafton Inc. - Key offerings
    • SWOT
  • 16.7 NCSoft Corp.
    • NCSoft Corp. - Overview
    • NCSoft Corp. - Product / Service
    • NCSoft Corp. - Key offerings
    • SWOT
  • 16.8 NetEase Inc.
    • NetEase Inc. - Overview
    • NetEase Inc. - Product / Service
    • NetEase Inc. - Key offerings
    • SWOT
  • 16.9 NEXON Co. Ltd.
    • NEXON Co. Ltd. - Overview
    • NEXON Co. Ltd. - Product / Service
    • NEXON Co. Ltd. - Key offerings
    • SWOT
  • 16.10 Nintendo Co. Ltd.
    • Nintendo Co. Ltd. - Overview
    • Nintendo Co. Ltd. - Product / Service
    • Nintendo Co. Ltd. - Key offerings
    • SWOT
  • 16.11 Pearl Abyss Corp
    • Pearl Abyss Corp - Overview
    • Pearl Abyss Corp - Product / Service
    • Pearl Abyss Corp - Key offerings
    • SWOT
  • 16.12 Remedy Entertainment Plc
    • Remedy Entertainment Plc - Overview
    • Remedy Entertainment Plc - Business segments
    • Remedy Entertainment Plc - Key offerings
    • Remedy Entertainment Plc - Segment focus
    • SWOT
  • 16.13 Roblox Corp.
    • Roblox Corp. - Overview
    • Roblox Corp. - Product / Service
    • Roblox Corp. - Key offerings
    • SWOT
  • 16.14 Sega Corp.
    • Sega Corp. - Overview
    • Sega Corp. - Product / Service
    • Sega Corp. - Key offerings
    • SWOT
  • 16.15 Square Enix Holdings Co. Ltd.
    • Square Enix Holdings Co. Ltd. - Overview
    • Square Enix Holdings Co. Ltd. - Business segments
    • Square Enix Holdings Co. Ltd. - Key offerings
    • Square Enix Holdings Co. Ltd. - Segment focus
    • SWOT
  • 16.16 Take Two Interactive Software
    • Take Two Interactive Software - Overview
    • Take Two Interactive Software - Product / Service
    • Take Two Interactive Software - Key offerings
    • SWOT
  • 16.17 Tencent Holdings Ltd.
    • Tencent Holdings Ltd. - Overview
    • Tencent Holdings Ltd. - Business segments
    • Tencent Holdings Ltd. - Key offerings
    • Tencent Holdings Ltd. - Segment focus
    • SWOT
  • 16.18 Ubisoft Entertainment SA
    • Ubisoft Entertainment SA - Overview
    • Ubisoft Entertainment SA - Business segments
    • Ubisoft Entertainment SA - Key offerings
    • Ubisoft Entertainment SA - Segment focus
    • SWOT

17 Appendix

  • 17.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 17.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 17.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 17.4 Research methodology
    • Research methodology
  • 17.5 Data procurement
    • Information sources
  • 17.6 Data validation
    • Data validation
  • 17.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 17.8 Data synthesis
    • Data synthesis
  • 17.9 360 degree market analysis
    • 360 degree market analysis
  • 17.10 List of abbreviations
    • List of abbreviations